Here it is ,to move use the mouse and reach the colored circles before the enemies or the effects will turn against you,good luck
https://gd.games/instant-builds/3a49cb4a-4748-4fbc-b776-1a90e48c5b98
Here it is ,to move use the mouse and reach the colored circles before the enemies or the effects will turn against you,good luck
https://gd.games/instant-builds/3a49cb4a-4748-4fbc-b776-1a90e48c5b98
I also just made it to three circles. I tried it a few times, but didn't get very far.
What kind of intersection test is being checked? I noticed that a collision often occurred when the circles where near each other, instead of touching or overlapping. You might be doing the calculation before updating the frame, but it seemed a bit odd at times.
For this kind of quick reflex based game, I'd probably go with simple bounding box collisions (AABB vs AABB), but I'd make the box for the player much smaller than the circle that's displayed. This is a common trick used in bullet hell games. It does make it a little easier, but it also helps with the flow state. I'd definitely advise looking up hit boxes in bullet hell games to do some quick research on why they use smaller hit boxes.
I also think that the interpolation used to make the player circle follow the mouse seems oddly sluggish, so maybe speeding that up slightly will make the controls feel tighter?
Another thing I noticed is that there seems to be times when the acceleration of the enemy circles speed up to a ridiculous speed, making almost impassable barriers. I've never used GDevelop, so I'm not sure how to perform mathematical operations in it, but I think there should be a maximum acceleration, possibly based on how long the game has been played for.
Best of luck with your project :)